using System;
using UnityEngine;

public class DebugModule : PartModule {
	
	public override void OnActive () {
		print (this.part.name + ":OnActive");
		base.OnActive ();
		
	}

	public override void OnFixedUpdate () {
		print (this.part.name + ":OnFixedUpdate");
		base.OnFixedUpdate ();
	}

	public override void OnInactive () {
		print (this.part.name + ":OnInactive");
		base.OnInactive ();
	}

	public override void OnAwake () {
		print (this.part.name + ":OnAwake");
		base.OnAwake ();
	}

	public override void OnLoad (ConfigNode node) {
		print (this.part.name + ":OnLoad");
		base.OnLoad (node);
	}

	public override void OnSave (ConfigNode node) {
		print (this.part.name + ":OnSave");
		base.OnSave (node);
	}

	public override void OnStart (StartState state) {
		print (this.part.name + ":OnStart");
		base.OnStart (state);
	}

	public override void OnUpdate () {
		print (this.part.name + ":OnUpdate");
		base.OnUpdate ();
	}
	public void SendDebugMessage() {
		part.SendEvent("DebugEvent");
		//BaseEventData
	}
	[KSPEvent(guiActive = false,guiName = "DebugMessage")]
	public void DebugEvent() {
		print (part.name +": debugEvent");
	}
	
}

